Developing a Game Prototype: a Online Battle Arena Game
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Aalto University School of Science Master's Programme in Computer, Communication and Information Sciences Kenneth Forsman Developing a game prototype: A online battle arena game Master's Thesis Espoo, February 14, 2021 Supervisor: Professor Antti Yl¨a-J¨a¨aski Advisor: Aalto University School of Science Master's Programme in Computer, Communication and ABSTRACT OF Information Sciences MASTER'S THESIS Author: Kenneth Forsman Title: Developing a game prototype: A online battle arena game Date: February 14, 2021 Pages: 61 Major: Computer Science Code: SCI3042 Supervisor: Professor Antti Yl¨a-J¨a¨aski Advisor: Battle arena is a cooperative team based online battle game for the PC. This thesis will look at the design process that went into creating a prototype for a new fighting system. Early design decisions on key game play elements will be discussed, as well as the influence those decisions will have on the remainder of the production process .This thesis will examine some of the design problems posed by these decisions, as well as how those challenges were addressed. In an multiplayer game, the majority of the design difficulties covered in this thesis focus around communicating game mechanics and essential game play information to the user. Furthermore, the benefits and drawbacks of iterative design in games will be explored, as well as the types of conflicts that might develop when different game ideas are merged into one. Finally, this thesis will describe the prototype development process, including play testing and iteration. Keywords: Unity, Game development, Prototyping, Multiplayer, Pro- gramming Language: English 2 Aalto-universitetet H¨ogskolan f¨or teknikvetenskaper Magisterprogrammet i data-, kommunikations- och infor- SAMMANDRAG AV mationsteknik DIPLOMARBETET Utf¨ort av: Kenneth Forsman Arbetets namn: Developing a game prototype A online battle arena game Datum: Den 18 februari 2021 Sidantal: 61 Huvud¨amne: Datateknik Kod: SCI3042 Overvakare:¨ Professor Antti Yl¨a-J¨a¨aski Handledare: Battle arena ¨ar ett kooperativt onlineslagsspel f¨or PC. Denna diplomarbete kom- mer att dsikutera designprocessen som anv¨ades att skapa en prototyp f¨or ett nytt stridssystem innom spelet. Tidiga designbeslut om viktiga spelelement kom- mer att diskuteras, mm p˚averkan av dessa beslut kommer att ha p˚aresten av produktionsprocessen. Denna diplomarbete tar och diskuterar n˚agraunders¨ok av vissa designproblem som samt olika utmaningar som sked av besluten och hur det l¨oste sig. Majoriteten av designproblemen som behandlas i denna avhandling fokuserar p˚aatt kommunicera spelmekanik och viktig spelinformation ˚atspe- laren. Dessutom kommer f¨ordelarna och nackdelarna med iterativ design i spel att unders¨okas, liksom vilka salgs av konflikter som kan utvecklas n¨ar olika spe- lid´eersl˚asihop. Slutligen kommer denna avhandling att beskriva utvecklingen av prototypen, inklusive speltestning och iteration. Nyckelord: Unity, Spelutveckling, Prototyp, Samspel, Programmering Spr˚ak: Engelska 3 Acknowledgements I wish to thank all my professor Antti Yl¨a-J¨a¨askiwhom has given me good guidance and understanding throughout my time in Aalto University. I would like to thank my co-workers who have given me advice and game development experience to carry out my thesis to the end. Espoo, February 14, 2021 Kenneth Forsman 4 Abbreviations and Acronyms Unity A game engine with programming language in C sharp Unreal A game engine created by Epic with main program- ming language C++ MOBA Multiplayer Online Battle Arena Dota Defense of the Ancients LoL League of Legends MMO Massive Multiplayer Online Game Engine Tools for making games C++ Programming language DMA Deathmatch Arena DM Deathmatch game mode where the objective is to kill everyone until the win condition is met TDM A team based game mode centered around destroying the enemy team until the win condition is met. PUBG A multiplayer battle royal game called PlayerUnk- nowns Battlegrounds. 5 Contents Abbreviations and Acronyms 5 1 Introduction 8 1.1 Problem statement . 10 1.2 Project background . 11 1.3 Structure of the Thesis . 12 2 Background 13 2.1 Game design . 13 2.2 Game prototype . 13 2.3 Online gaming . 14 3 Designing the game 15 3.1 Brainstorming . 16 3.2 Concept design . 18 3.3 Puzzle Design . 22 3.4 Combat Design . 24 3.5 Level Design . 28 4 Prototyping 31 4.1 The online matchmaker . 32 4.2 The puzzle mechanics . 35 4.3 Level Design . 37 4.4 Combat . 40 5 Discussion 45 5.1 Games evaluation . 45 5.1.1 Limitations . 46 5.1.2 What went right . 47 5.1.3 What went wrong . 48 5.2 Next steps . 49 6 6 Conclusions 51 A First Appendix 57 7 Chapter 1 Introduction Millions around the world play games throughout the world, and the com- puter gaming business, in addition to being a source of amusement and plea- sure, is also a worth billions of dollars sector. Multiplayer games capture a wider following since they allow players to compete against one another and give more entertainment than single player games. One of the two genres has produced one of most successful PC games in history,based on their addictive game play type and competitive nature is a source to their success. The main the difference between a battle royale game and a multiplayer online combat arena games. A battle royale game is a game format where a huge number of people compete to be the last player alive [4]. MOBA is a multiplayer on- line battle arena game where teams of players compete together to complete a single objective in a competitive environment. In recent years the trend for online battle arena games has exploded with MOBA games and Battle Royale games such as Fortnite and PUBG [1, 4, 6]. A contributing success to Fortnite is partially due to the strong feeling of community that is supportive and sociable. Fortnite is like a platform that connects individuals from all around the globe together and enables them to socialize. Cooperative games provide a fresh perspective on the game. Traditionally competitive games are summarized as one player can only win if the other loses. Cooperative games have a distinct structure. In cooperative games, players are not competing against one another. Instead, they all work toward a common goal, and everyone wins or loses together. The joy comes from the games friendship and struggle, not being the last person left alive while in cooperative games no one gets killed. The desire to outperform others in order to differentiate oneself is no longer present [20, 35]. Cooperative games are available for ev- eryone and in a variety of contexts. They include anything from card games to board games. There are many differences however they all have similar advantages. Cooperation is taught through teamwork, communication and 8 CHAPTER 1. INTRODUCTION 9 collaborating in collective problem-solving and are all examples of teamwork to name a few. Cooperative skills can only be developed with a bit of train- ing, which would be exactly what cooperative play provides [25].Cooperative games motivate cooperation in another way. They show that working to- gether is a practical necessity. Especially in today's complex world, we are interdependent. We need to cooperate to get things done. The coopera- tive board game Pandemic by Matt Leacock models this with a simulated disaster[18]. Our planet is being infected with a virus. Teams take on the positions of investors whom will pool their resources, talents, and knowledge in order to rescue civilization. Everything will be lost if there is no efficient teamwork. CHAPTER 1. INTRODUCTION 10 1.1 Problem statement Since the release of doom in 1993, multiplayer modes has been a staple in most shooters[34]. The current theme in the gaming world has been centered around the battle royal and arena based shooter games. The question from hungry gamers looking for the next step is "What is the next iteration of these arena games?". Arena based games have followed a specific formula in game design[4, 29]: - Specific arena level design. - Pushing players together the longer the game progress. - Multiple variety to play the same game. ( team vs. team , single player vs other single players) - Balanced competitive game mechanics. However the current game mode has remained stale since the release of PUBG in 2016 and Fortnite in 2017. Multiple game companies have tried to iter- ate on this formula with limited success such as Apex Legends in 2019 by Respawn Entertainment. As of late even these games have had to expand the game modes to make their games stand out[28, 33]. Fortnite added creative mode which allowed players to create their own game modes like Jumping Puzzles, Apex Legends in 2021 added 3 vs. 3 team death match game mode which gave a small rise in player counts. However not many have tried to add additional cooperative game play mechanics to this game mode, and for this reason it is unknown if such changes to the game mode could be a new success[31]. For this reason the goal of this thesis is to study the current battle arena concept and try to expand upon it by introducing a few changes to the game plat mechanics and adding more cooperative game play. CHAPTER 1. INTRODUCTION 11 1.2 Project background The main goal for this project was decided to create a battle arena game since the battle arena genre has slowly split into multiple subcategories with very complicated competitive game play. While others focus on simplicity in the mobile marketplace. The aim of this thesis was to show that a multiplayer online battle arena game can be created with simplicity and complex game mechanics to create an enjoyable experience without having to follow trends at a specific time.